ad19970
ad19970
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Agreed. 2.5 seconds seems very reasonable. But it should be 2.5 seconds for all tiers.
I'd maybe even say that 2 seconds is long enough. Can't say for sure though.
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I just wish the 20% increased walking speed would also apply when you are injured.
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The game needs some kind of reward for not camping and a punishment for camping. The fact that it's a legitimate and at times effective strategy is just bad game design.
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I think it's fine. Weaker killers rely on that perk quite a bit since they can't apply enough map pressure and down survivors at the same time. I personaly haven't had much of an issue with that perk when playing solo survivor. It's quite rng based but there's a lot in this game that's rng based.
Also, the only times swf have an advantage over solos is if someone finds the totem but can't cleanse it because the killer is chasing them. I wouldn't say it favors swf that much.
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Survivors already have incredibly powerful perks. For every new perk you equip as survivor you will not use one of the other powerful perks like Adrenaline, DS, Borrowed Time or DH. So I don't see a problem here. They are giving up other advantages to be able to heal easier and not waste too much time healing.
I'd be very glad if some of these new perks would actually see a lot of usage, shaking up the meta a bit maybe.
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Whenever you bring up camping on these forums, many killer mains get very defensive and say that it's a legit strategy and survivors have to deal with it and get better. And yes, it is a legitimate strategy, no doubt. But the problem is that that's just bad game design, nothing more and nothing less.
People on these forums want the killers to be rewarded for not camping, but I personally feel like the game could need both. Rewarding the killer for not camping, but also making camping less effective than it is now. Right now, especially on lower ranks, it's too good of a strategy for how little skill is required and how unfun it is to go against the strategy. And I know that people will argue that there have been punishments that were tried in the ptb and were abused by survivors. But I'm very sure that there are ways to not make these punishments for camping abusable by survivors.
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@LonlyGamerX said:
If they take God lops away they are making survivors less wanna play cuz without God loops the game last less and there aren't that many
If people stop playing survivor just because they can't use those incredibly safe loops the entire match, then I don't know what to say anymore. Pallet loops that are safe are fone, as long as there aren't many of them, simply because once the pallet is down killers can destroy pallets. However, killers can not do anything against safe window loops except for running around those loops until the entity blocks of the vaults. Something like that shouldn't exist.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/646028#Comment_646028
How are they any better than what we already have in the game? They force you to do gimmicky stuff in order to get any benefit from them which in the end wastes your time.
I mean with gimmicky stuff I guess you mean the 2 healing perks? But healing one full health state or cleansing a totem are both objectives of survivors anyways. Especially if the killer has a Hex Perk. Why is it gimmicky if you heal someone else or if you cleanse a totem? You just get rewarded for doing that certain objective of yours. Second Wind in particular. You're not wasting time when you heal someone, nor when you cleanse a totem.
Then there is another anti tunnel perk which seems pretty strong, with the only problem at the moment that it will be countered too much by Make Your Choice. Fixated is a great perk to juke and lose the killer, especially with those extra 20% walking speed.
Better together also sounds like a great perk, not quite as good as the others though, and Camaraderie strikes me as the only meh perk that probably won't see much usage. Might be wrong though.
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Depends on how far the lunge is, how much demogorgon slows down while charging the ability and how much control you have while lunging at a survivor. I really hope the ability will be good.
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@Glory said:
https://forum.deadbydaylight.com/en/discussion/comment/645949#Comment_645949
How is 5 seconds of aura, only after a pallet/gen kick, countering a killer? Hell, for Pig she has to stand up to kick gens iirc, so it doesn't even really circumvent her (I never play her, I could be wildly off base with this, if I am ignore this point ^^').
It's just homogenization of the stealth killers, others taking away something that made Myers unique and special
Fair enough. I‘m mainly just thinking of OOO honestly. And maybe spine chill. Pretty sure it‘s those 2 perks why stealth killers now get the undetectable status effect.
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@Mochan said:
Inner Strength and Fixated look really good.
Actually Fixated looks broken? I can't imagine this making it past the PTB.
But I'm not complaining. Fixated is the perk I was waiting for for years.
How does fixated look broken? I really hope they won‘t touch the perk until it comes to the live build. The only thing i would like is if they gave the 20% increased walking speed to injured survivors as well.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/645987#Comment_645987
Sadly they are not good. All these perks do is already in the game in form of much better perks and without silly conditions to be used. Also most of these perks is outclassed by a simple use of a medkit. They are all pretty bad.
Disagree. I feel like most of these new survivor perks can be really good. Definitely not weaker than the 3 new killer perks.
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@TheGorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/645945#Comment_645945
It sure is large enough to cover 3 generators in the majority of all situations. The same thing can be said about a killer, a smart killer will sustain that 1 area. Like @Jdsgames said, it's very RNG based but it also consists in counterplaying the enemy. I respect your opinion, but I think it's really strong because m2 killers will make use of this and make them much scarier.
Understandable, but if a killer wants to patrol the 3 gens very near to each other, the best thing you can do is run away far enough from the 3 gens when you get chased. This perk won't change much regarding the 3 gen strategy. If killers want to camp the last 3 gens, it has nothing to do with this perk. If survivors have 3 genned them, then there is enough place on the map to run to that hasn't any gen left.
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I‘m honestly quite excited for these new perks. They seem really strong.
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@[Deleted User] said:
Both killer and survivors' perks are very luckluster to be honest. All of them need to be buffed. I am sick and tired that we have to deal with the same stale and dull meta for so long. This new perk which increases walking speed by 20% can be nice combined with Spine Chill but it also should apply the effect while wounded in order to juke and lose the killer if possible, combined with Iron Will.
Totally agree that fixated should also increase the walking speed by 20% when injured. But generally i feel that the new perks are going to be very good.
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Both of these perks just need some small buffs honestly. Not make them dependent of each other.
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@Glory said:
https://forum.deadbydaylight.com/en/discussion/comment/645920#Comment_645920
And information perks are supposed to give information, see how easy it is to say things like that?
Yeah but one perk isn't supposed to counter an ability of a killer. Hello? Them giving information is fine, but not if they counter an entire ability of a killer.
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@TheGorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/645935#Comment_645935
You're underestimating how large 32m can be. Apart from that, no killer in that situation will leave the area if they possess the perk, it wouldn't make sense to use a perk and unconsciously go for a survivor at the other end of the map. It just like doesn't add up. If you're going to run this perk, you're relying on survivor mistakes and freeing yourself time early and mid-game. It will be scary good until otherwise. This wouldn't be used alone either, it will become greater with combinations of other perks.
If a killer doesn't leave that area than survivors shouldn't really be downed. The perk definitely isn't to strong. The point is, good survivors will force the killer away from the 3 gens to be downed by the killer. 32 meters isn't bad, but it's not that large either.
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This thread. Just ridiculous. There is a perk that lets you see your own scratchmarks and let's you walk 20% faster. And another that further helps against camping and tunneling. The new survivor perks are just as strong as the new killer perks.
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@TheGorgon said:
Surge is going to be disgusting, like seriously scary. If a killer tricks the survivors into 3 gening themselves, it's going to be really hard to finish. The killer doesn't need to rely on going back and forth, since they now can assure a down and still be safe. Perks like Thrilling Tremors, PGTW (possibly, if the survivor touches the gen) -37% and Surveillance.
It's going to be a strong meta perk, especially making mid-tier killers like Trapper not worry as much. Cruel Confinement will be perfect for annoying survivors who complete the final gen in front of you or whichever in general, it will be devastating. You can get at least 1 or 2 downs from it, 2 if you're exceptionally lucky.
Mindbreaker is not weak, people are getting the wrong impression. While it can become niche in many situations, taking the chance is definitely worth it. I see it being a mid-tier perk.
It's going to be a good perk. Though if survivors 3 gen themselves, they just need to run away from the gens. Shouldn't be that hard.
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Really not a drama. Stealth killers are supposed to be stealthy. It's as simple as that.
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It does sound like it. Let's see how good it is on the ptb.
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I'm definitely excited. Pretty sure that the new killer Demogorgon, with the right values, could be another viable killer even at red ranks.
The new killer and survivor perks look particularly fantastic.
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@ArrowTheGreat11 said:
Love love LOVE this perk. It actually forces survivors to have to do totems now. Killers can run Haunted Ground too, so both sides win. What do you guys think? I believe that’s the only good perk for the survivor side in this new chapter
I personally feel like most of the new survivor perks will be awesome. And they will have no reason to be nerfed. The only perk I feel could need some small buff is Second Wind. I also wish the 20% walking speed of fixated would apply to healthy survivors. It's probably the perk i am most looking forward to.
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That's too much. For Clown, you are pretty much adding four of his addons to his base kit, plus repair speed decrease. I feel like they need to be buffed in other ways. Don't forget that they will receive indirect buffs with the coming map reworks, hopefully.
@Crazewtboy said:
https://forum.deadbydaylight.com/en/discussion/comment/644254#Comment_644254
Hindered does kind of affect pallets. The killers can already hit you even though you safely threw the pallet down, so good luck even making it to the pallet with that extra slow.
If you safely throw down a pallet you don't get hit by a killer. If you do get hit it means you dropped the pallet to late. The exception of course is connection problems, or perhaps some weird bug in the game.
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@Link said:
https://forum.deadbydaylight.com/en/discussion/comment/644032#Comment_644032
Yeah but as i said wouldnt it just be better if you just went afk without hitting disconnect? Since you're making yourself bait and giving your team time, as well as preventing a double pip loss
Depends honestly. If somebody has to spontaneously go away and leave the pc for a longer time, just going afk would mean the pc would be running after that a long time, which is probably something many people wouldn't want.
A great thing would be if survivors that dc would be replaced with bots from there on. Doubt that will ever happen though.
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@Tru3Lemon said:
The new killer will have a similar perk that pop goes to wisle but the difference its you hit a survivor and you get to use the perk so i dont know why ppl complain a perk that you dont know the % this will always happened someone will complain about some word that dont like
It's because gen times are already very fast and something many people don't like too much. Adding any kind of perk that piles on to the gen speed problem will not be received well. It's not just about balance. I'd argue gen rush is not too op right now, at least not once we receive the map reworks. But it can be very stressful for killer, which is not somehing people look forward to when playing a video game.
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@The_Daydreamer said:
https://forum.deadbydaylight.com/en/discussion/comment/643964#Comment_643964
Yeah, because it the idea was with one example already clear, lol.
And we are still limited with this idea. But with getting more and more perks, more perks are getting less used etc.
And no, a 5thperkslot is not doing anything more OP as it already is.
I mean personally I feel like the bigger problem right now is that so many perks are just pretty much useless or are overshadowed by other perks. BHVR really needs to start buffing more of the weaker perks so we can have a greater variety in perks builds.
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The hatch spawns as soon as only one survivor is left. So the killer has no chance to kill all four survivors before the hatch spawns. Of course it's only fai if he get a chance to get a 4k. Saying you didn't get killed all game and then still can't escape is very weird. There will always be one survivor left at the end.
The only change EGC needs is a minimum distance between gates, sometimes they are just too close to each other. Otherwise EGC is fine.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/82559/buff-ideas-for-clown
The IDEA of his power and his chase potential is strong. The actual execution is a far cry from how useful the devs believe it was supposed to be.
I couldn’t express how many innumerable hours I’ve sunk into Clown since his release. I built such a great deal of confidence in my abilities as Clown, regularly pipping or double pipping, averaging 2k-3k frequently. I was a massive Clown advocate, quick to come to his defence, and praise all the Things players underestimate about Clown.
Then something changed almost half a year ago. It started becoming near impossible to get any more than a kill, with most matches regularly ending with all 4 survivors making a complete mockery of Clown before escaping. This seems to be even worse at rank reset. There’s nothing more humiliating than throwing every trick, and clever build into a match only to constantly be de-pipping to a squad of yellow rank survivors.
Survivors are now just far too used to him, and know that unless he gets close he can’t do anything, and has NOTHING else going for him. Clown veterans will support this. His very power sold to us as a chase tool works against him. There’s too many flaws in his design to both a) actually close the distance against competent survivors during the Intoxication effect, and b) do anything about the multitude of methods at a competent survivors disposal to make the blurred vision and hindered status 109% redundant.
I haven’t even touched on gens yet either...
I don't know. I don't find Clown's anti-loop potential to be bad honestly. It's just not nearly good enough to compensate for his terrible map pressure.
It does feel like he's very dependent on the loop you use his bottles and map rng. Jungle jyms for example are still very good against him. Problem is, he can't ignore survivors defenses unlike Spirit or Nurse, which on top of that also have great map pressure.
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@se05239 said:
Just changing values is a pretty boring way to buff the Clown, I think. I rather see some new and inventive stuff to add to his arsenal.
Here's some suggestions from an old Clown thread I made;
- Staying in the gas increases the slow duration for survivors. Basically forces them to make a move or suffer the consequences.
- Directly hitting a survivor with a bottle douses them in the Afterpiece Tonic, making them leave a trail of gas for 2 seconds after leaving the cloud. Rewards the Clown for hitting throws with a guaranteed 2 seconds of extra slow.
- Reloading release clouds of gas around the Clown. Tapping reload could intoxicate nearby survivors without wasting a bottle. Moving around while reloading leaves a trail of gas which makes loops even more dangerous for survivors, should they stick around.
And here is a link to that old thread itself → https://forum.deadbydaylight.com/en/discussion/61217/so-clowns-the-least-lethal-killer-on-pc/p1
Those are interesting ideas, but I feel like if they will want to buff Clown's anti-loop potential, they'll settle for something easy to change, and not want to put to much work into it. Who knows though.
If they change up the Clown more, once again I'd rather have some kind of ability to apply more map pressure with him.
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I bet the new perk that will allow you to see your scratchmarks and walk faster will be extremely good against Spirit.
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@immortalls96 said:
If the scratch mark one works as you said it...welp..looping is about to get a massive buff..yay
I'm pretty sure the way the perk works is that you can see your own scratch marks and generally walk faster. Not running, just walking. The way Urban Evasion increases your crouch speed. Probably to be able to lose the killer a bit more easily. And in that case I'm incredibly hyped for the perk.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/643592#Comment_643592
Values nerfed on the perk.
Nice. Looks definitely better. Any alternative to Ruin would be nice.
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Seems like an interesting idea. I do think that moving at normal speed when being stunned or recovering from an attack would be too much though.
Also, the perks you suggest seem way to strong. Especially the first one. A survivor suffering a 25% penalty to action speed whenever they exit your terror radius, and that for 60 seconds is way too much. The idea is neat, but the values are way too high. Maybe if it's just 16% or 18%, and just for 20/25/30 seconds. The decreased action speed should also disappear whenever you reenter the killers terror radius.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/643525#Comment_643525
You cant be serious lol
What? What's the problem?
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Sounds like a good idea. They are working on totem placements though, the totem placements of the new badham maps are mostly great. I hope they keep that up.
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I mean if it was any easier for survivors to wiggle out, that wouldn't be fair. Killers lose so much time if a survivor is able to escape a killers grasp.
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Survivors need to be downed though near the gens to have them be regressed right? So I'm not sure if it can be abused by Doc, since Doc's that hold the game hostage just stay with gens and don't down survivors. Survivors would just have to run away from the gens and that's it.
However, I absolutely agree that it should not scale of terror radius. Pretty sure though the devs know that. Otherwise it would definitely be broken on Doc. I don't think a cooldown will be needed but we'll see in the ptb.
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Well we'll see what exactly the perk does. Let's hope it won't make gen rush worse though. Depending on what it does it could be frustrating, but maybe it will be fine.
If it's really, really bad though that makes games go way too fast, they'll probably change it. Just hopefully by giving it a different effect instead of making it useless. Like MoM.
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I'm actually glad to have five Badham maps. Makes them a bit more unpredictable, and they are pretty well balanced.
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@nan1234 said:
https://forum.deadbydaylight.com/en/discussion/comment/643349#Comment_643349
I like your idea, but blindess is fairly weak. I would suggest it would inflict the survivor with deep wound or something like that.
I mean if survivors would get Deep Wound when they are healthy, that would be a bit much.
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@[Deleted User] said:
Clown is most useful for discerning a good, experienced survivor from a bad one. Throw a bottle at a pallet and watch whether they simply run through the gas and continue on with their loop or whether they avoid it for some reason and take the hit.
Flask of Bleach and Starling Feather should be baseline. Put the reload timer closer to the Thick Cork Stopper and increase the reload time with the amount of bottles. It makes absolutely no sense that it takes the same amount of time to reload 4 bottles as it does 6.
I'd also give him movement speed by allowing him to inhale his gas for a Play With Your Food-like buff on some amount of cooldown.
For his add-ons:
Tattoo's Middle Finger- why is this a thing? What is the application of this? If I'm close enough to gas someone, I probably don't need to read their aura. Who is running face first into Clown beyond rank 10?
Kerosene Can- I can't even.. Why? Like...if someone is running towards a hook or downed survivor and I gas them, will they forget their general intended direction?
VHS Porn- Why am I reloading at a time that I also need to move faster? I'm not going to actually reload in the middle of a chase. I'm going to fake it. It could synergize with Thick Cork Stopper, but at that point my two add-ons are for reloading, which I'll be doing a lot of because my base gas isn't threatening.
Sulphuric Acid Vial- Not particularly useful. I guess it's useful in an anti-healing build, but Clown lacks the map presence or pressure to really do that build.
Basically, if BHVR wants Clown's identity to be a chasing/anti-loop killer and nothing else, actually give him the power to do that. As it stands, he's a half-baked chase killer who doesn't actually contest the vast majority of loops in this game. He just forces pallets down early. Whoop-dee-freakin' doo. He's clearly tuned around the lowest common denominator rank 15 survivor, and that's a shame, because the potential is there in his design for him to be powerful.
Yes, Flask Bleach and Starling Feather as baseline would be great. I don't think Clown should receive any speed boost though as well if those two go baseline. I agree though that if he is supposed to be an anti-loop killer only, they need to make him stronger than that.
Personally though I would love to see a buff to his map pressure. Filling up his bottles when downing and hooking a survivor at thevery least would be great. Some kind of secondary ability with which he can interact with gens from farther away, reducing or stalling progress a bit would be fantastic. It would give him the map pressure he needs. I think he would be more fun to play as and against if he wasn't just anti loop but also had some kind of map pressure.
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@Star99er said:
I feel like his bottles are fine for the most part. I think giving him a 2nd ability would help him a lot, his kit is just too simplistic imo.
Here’s my suggestion for a 2nd ability
Balloon Animals:
Clown can now tie balloon strands to a max of 3 generators on the map. Once Survivor(s) complete a Generator that has balloons attached to it the balloons will pop causing all the survivors that finished that generator to suffer the blindness status for 30 seconds. The max amount of generators the clown can tie balloons to will decrease by 1 for every generator that was completed with balloon animals tied to it. I think a fair cast time for this ability could be 3 seconds. It’s a small but nice 2nd ability that wouldn’t make Clown too powerful but would certainly make him better and more fun to play.
I mean I really like the concept, though it might be too much work for the devs to implement just to buff Clown. Also, if they only cause blindness, than that second ability would be pretty useless and Clown would be no more effective than he is now. Blindness barely does anything at the moment. I'd rather have a second ability that helps him with map pressure and to slow down the game a bit.
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@Dreamnomad said:
The one thing I would actually like to see is when the clown lands 2 bottles that directly hit the same survivor within 45 seconds of each other, the survivor gets exposed for 45 seconds. That would increase the skill cap on the killer while being fair to survivors.
Interesting, but I do feel like hitting survivors directly with bottles is too unconsistent. It can be quite luck based since they are easy to avoid.
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Seriously? The more viable killers at red ranks the better. Or are you secretly hoping for all killers to be s strong as Wraith or Doctor? The Freddy rework was fantastic, he is neither op nor up in my opinion. Just actually viable at all ranks.
@TheCankleBreaker said:
The first thing they need to fix is servers! It’s so hard to get to get hype for the next game when you have to wait 15 to 25 minutes to find a match. SMH
What console are you playing? Cause if you can't find games fast it might also be because too few people are playing the opposing side of what you want to play.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/642517#Comment_642517
I love this comment! Totally agree, but ... do not you think it is time to take a step and touch things little by little so that the game changes but that it keeps maintaining the form? I mean, clearly if you introduce something that changes, clearly ... the strongest killers will rise to be stronger and you would have to modify many more things, but by that I mean ... are you going to be still longer without touching anything?
I think right now the best they can do are the map reworks and trying to balance all killers so they are all similarly powerful and viable. I think gen time would be ok then. I don't know for sure.
Of course increasing the length of matches to then allow chases to last longer would be fun for both sides, but they would have to add a secondary objective, since increasing gen times is something pretty much nobody wants, along with all the other needed changes to keep the game balanced for both sides. And I feel like that would take a lot of work and time, and I doubt the devs would want to change up their game so much.
I'm personally hopeful for the upcoming map reworks. Especially the Coldwin and Wrecker's Haeven maps need some reworks. Less jungle jyms and unmindgameable loops, and more fair loops that have mindgames that both the killer and survivor can win. So also no loops that are literally unwinnable for survivors.
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@Crythor said:
https://forum.deadbydaylight.com/en/discussion/comment/642592#Comment_642592
While what you said covers some valid concern there is a even bigger one with average player statistic even with rank 1 only.
Most players in any game are bad. That is true for rank 1 players in DbD as well. On top of that not everyone plays serious in every match screwing statistics even further.
What you need to balance around would be the best 4 man premade vs the best killer player (both sides playing seriously). Or at least around what other games would consider professional lvl players.
(yes i know DbD is not comparable to a real competitive game and can never be truly balanced since both sides arent exactly the same but trying to get as close to it as possible should still be what we strife for)
Well that's open for debate. It does make sense theoratically to balance around the absolute optimal players. But it's also important to please all kind of players, especially in a game like dbd that isn't meant to be competitive.
If it was a competitive game, I would agree. But it was definitely just meant to be a fun horror game without any competitive nature. The fact that there are so many random factors that affect the outcome of a match shows this. Items, Add ons, offerings and randomly generated maps make balancing this game to be properly competitive impossible. So personally I do think it would be wrong to try and balance the game solely base on the top level players.
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@Seanzu said:
The Devs have shown time and time again that survival rate is low, I highly doubt they're going to be adding mandatory secondary objectives or making things longer.
They've been making killers stronger based around the current gen time, an any more forced time spent in match would wildly throw the balance in favour of the killers.
And y'all need to stop whining about "band aid fixes/ perk fixes". Even if every pallet was unsafe for survivors there'd still be perks based around getting through them quicker, even if gens were longer, there's still be perks based around slowing them down. Is about creating interesting told for the players to mess around with and not balance.
You need to stop wanting everything to be unsafe for survivors, what's the point in playing as a survivor if everything you try to use is default countered by a killers speed or time to complete herbs, survivors are SUPPOSED to waste your time, having a loop be long until the pallet breaks is fine because having every loop be unsafe would just be useless.
I agree with pretty much everything you said. However, using survival rate statistics to judge the game's balance is not a good idea in my opinion. Unless they only used the data of matches where no one dc'd or killed themselves on a hook, those statistics are not represantive of the game's balance, especially at high ranks.
The fact is, if one survivor dc's, the other three survivors are much more likely to not escape as well. That however has nothing to do with the game's balancing. Same goes for survivors killing themselves on hooks. Another match where all survivors might die even though three or four maybe could have escaped. Of course, killer dc's also affect those statistics. But since there are 4 survivors and 1 killer, the chances are always much higher that a survivor will dc than a killer.
Also, if a killer dc's, in most cases it's because he would have lost anyways. When a survivor dc's, especially early on, it's just because he got downed once or got really salty. Not because the match was pretty much lost for the survivor team.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/642476#Comment_642476
The first one is rather situational though. This perks power would rely on the fact generators would be popping so it can only be used a total of 5 times and as a killer you also want to prevent these generators to pop. I think it sounds better on paper than it actually is but who knows maybe I’m wrong.
I know, that's why I doubt it would be op. Maybe not as good as Bamboozle in fact. It just seems very random. In some matches it could do almost nothing, and in other matches maybe it will catch a survivor who is about to vault a window. Probably won't be as effective againt swf either, because they can tell whenever the chased survivor is close to vaulting, so the survivor just about to finish a gen would just wait until the survivor vaulted.